﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace ZombieSurvival
{
    internal class Traits
    {
        public Trait Fleet = new Trait("Fleet", "-15% terrain movement cost"),
                     Parkour = new Trait("Parkour", "terrain movement cost of 3 or 4 are both 2"),
                     Quick = new Trait("Quick", "+10% movement points"),
                     Optimistic = new Trait("Optimistic", "morale boost"),
                     Fasthealer = new Trait("Fasthealer", "heals faster"),
                     Lighteater = new Trait("Lighteater", "less hungry"),
                     Painresist = new Trait("Painresist", "effects of pain are reduced"),
                     Nightvision = new Trait("Nightvision", "increased sight during the night"),
                     Poisresist = new Trait("Poisresist", "resists poison,etc"),
                     Fastreader = new Trait("Fastreader", "reads books faster"),
                     Tough = new Trait("Tough", "bonus to hp"),
                     Thickskin = new Trait("Thickskin", "built-in armor of 1"),
                     Packmule = new Trait("Packmule", "bonus to carried volume"),
                     Fastlearner = new Trait("Fastlearner", "better chance of skills leveling up"),
                     Deft = new Trait("Deft", "less movement penalty for melee miss"),
                     Drunken = new Trait("Drunken", "having a drunk status improves melee combat"),
                     Gourmand = new Trait("Gourmand", "faster eating,higher level of max satiated"),
                     Animalempath = new Trait("Animalempath", "animals attack less"),
                     Terrifying = new Trait("Terrifying", "all creatures run away more"),
                     Disresistant = new Trait("Disresistant",
                                              "less likely to succumb to low health; todo: implement this"),
                     Adrenaline = new Trait("Adrenaline", "big bonuses when low on hp"),
                     Inconspicuous = new Trait("Inconspicuous", "less spawns due to timeouts"),
                     Masochist = new Trait("Masochist", "morale boost from pain"),
                     Lightstep = new Trait("Lightstep", "less noise from movement"),
                     Heartless = new Trait("Heartless", "no morale penalty for murder &c"),
                     Android = new Trait("Android", "start with two bionics (occasionally one)"),
                     Robust = new Trait("Robust", "mutations tend to be good (usually they tend to be bad)");

        public Trait Myopic = new Trait("Myopic", "smaller sight radius unless wearing glasses"),
                     Heavysleeper = new Trait("Heavysleeper", "sleeps in won't wake up to sounds as easily"),
                     Asthma = new Trait("Asthma", "occasionally needs medicine or suffers effects"),
                     Badback = new Trait("Badback", "carries less"),
                     Illiterate = new Trait("Illiterate", "can not read books"),
                     Badhearing = new Trait("Badhearing", "max distance for heard sounds is halved"),
                     Insomnia = new Trait("Insomnia", "sleep may not happen"),
                     Vegetarian = new Trait("Vegetarian", "morale penalty for eating meat"),
                     Glassjaw = new Trait("Glassjaw", "head hp is 15% lower"),
                     Forgetful = new Trait("Forgetful", "skills decrement faster"),
                     Lightweight = new Trait("Lightweight", "longer di_drunk and di_high"),
                     Addictive = new Trait("Addictive", "better chance of addiction / longer addictive effects"),
                     Triggerhappy = new Trait("Triggerhappy", "possible chance of unintentional burst fire"),
                     Smelly = new Trait("Smelly", "default scent is higher"),
                     Chemimbalance = new Trait("Chemimbalance", "random tweaks to some values"),
                     Schizophrenic = new Trait("Schizophrenic", "random bad effects variety"),
                     Jittery = new Trait("Jittery", "get di_shakes under some circumstances"),
                     Hoarder = new Trait("Hoarder", "morale penalty when volume is less than max"),
                     Savant = new Trait("Savant", "all skills except our best are trained more slowly"),
                     Moodswings = new Trait("Moodswings", "big random shifts in morale"),
                     Weakstomach = new Trait("Weakstomach", "more likely to throw up in all circumstances"),
                     Woolallergy = new Trait("Woolallergy", "can't wear wool"),
                     Hpignorant = new Trait("Hpignorant", "don't get to see exact hp numbers, just colors & symbols"),
                     Truthteller = new Trait("Truthteller", "worse at telling lies"),
                     Ugly = new Trait("Ugly", "+1 grotesqueness");
    }
}
